PDA

View Full Version : Colliding Pawn



Horus_
03-30-2012, 11:28 AM
Hey guys, this is very strange, I setup the basic for seeing if my pawn hits an object, I'm currently using the default's static meshes, but fact is, the log is never called:


simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
{
super.HitWall(HitNormal, Wall, WallComp);
`log("Bumped: " @ Wall);
}

simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
{
super.Bump( Other, OtherComp, HitNormal);
`log("Bumped: " @ Other);
}


Any ideas?

VendorX
03-30-2012, 11:35 AM
Add bDirectHitWall=True in YourPawn default properties - HitWall should be called.
As for Bump, it depend on collision...

Horus_
03-30-2012, 11:49 AM
Add bDirectHitWall=True in YourPawn default properties - HitWall should be called.
As for Bump, it depend on collision...
Didn't solve it.

Also, I know I should create another thread but its a small question so... any idea how to get where my crosshair is aiming at? Not talking about player rotation, but crosshair rotation.